Monthly Archives: October 2019

MediEvil Review – Bones ‘n Brawn

As a remaster of the 1998 puzzle-platformer of the same name, MediEvil holds up reasonably well. Its cartoonishly charming characters and varied, if relatively simplistic, level design both stands the test of time and looks better than ever thanks to a complete graphical overhaul. But as much as MediEvil can feel like a warm blanket of nostalgia--especially for those of us who played the game 21 years ago--it also feels incredibly dated, with jittery controls and camera issues that regularly get in the way of progress.

You play as Sir Daniel Fortesque, a dead knight who is returned to life when the sorcerer Zarok makes an unexpected return to Gallowmere, bringing with him hordes of monsters. Fortesque remains every bit as charming a character as he was; his gnarled teeth, warbly voice, and single, rolling eyeball lose none of their charisma in the remastering process. Zarok's design hasn't aged well, though, and the new visuals leave him looking like a plastic doll who’s been left out in the sun too long. Enemy designs are otherwise just as fun as ever, with many tying in closely to their given map’s visual themes.

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Challenging puzzles, light platforming, and hack-and-slash combat make up the bulk of what you do in MediEvil. The land of Gallowmere feels stuck in a perpetual state of Halloween, with each level brandishing its own delightfully spooky artistic twist to it. The diverse range of locations makes for some wonderful variety in the look and feel of each level; a graveyard, a pumpkin patch, a large hedge maze, and a floating town in the middle of a lake are a small selection of the good choice of maps to slash your way through.

Combat is reliant on simple hack-and-slash controls, and this feels underwhelming in the beginning--not only do you feel initially weak, but one of your two main attacks is so slow and unwieldy that it's borderline useless. Most frays are chaotic at best, rarely involving anything more than mashing the attack button while running around to avoid damage, so having one of your main attacks feel pointless is a real bummer. A handful of new abilities that you gradually learn spice things up a touch but also feel awkward to use, like a charge attack that lets you force enemies off platforms by charging into them with your shield up.

However, combat gradually improves as you earn more powerful weapons and start to deal a more satisfying amount of damage. You earn new weapons by killing enough of the enemies wandering around a level, which will fill and reveal a hidden chalice. This grants you entrance to the Hall of Heroes--an in-between level where characters from Daniel’s past offer up new weapons. Filling and finding each chalice isn’t essential for progression, but the extra effort it takes to do so is very much worth it.

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Because it's a straightforward remake, a big issue with MediEvil are the aspects that feel dated by modern standards. Progression often relies on some variety of fetch-quest, like collecting the right runestones to unlock the next door or gathering a few items to encourage some help from a new character. This encourages exploration around hidden corners or through smashing boulders blocking a new path, which can be rewarding when you find a stash of gold or a health-extending life bottle, it can also lead to much annoyance as you grapple with the game’s occasionally nonsensical camera.

When in an open area, the camera acts like any other third-person camera and can be controlled with relative ease, only rarely getting caught in the world geometry. But when inside a cave or a building the camera switches to a fixed view, doing so regularly and without warning. Not only does it look and feel clumsy, but it also switches the movement to tank controls for as long as the camera is stuck in place, which is a tremendous hassle. The result is often jerky and awkward movement, which can be a killer during combat, and these controls are even worse when trying to navigate puzzles and platforming sections.

Adding to these frustrations is the fact that mid-level checkpoints are non-existent, so when you die, you go back to the beginning, which becomes a problem when combined with MediEvil’s annoying movement and another one of its aging design concepts: watery death. It can be so easy to fall foul of some bad geometry and slip to your death that any surface around water will become instantly anxiety-inducing, such is the consistency with which I found myself in this situation.

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Furthermore, character health is continuous across the game--finish a level with low health and you’ll either have to tackle the next one with what you’ve got and hope for the best, or backtrack to a previous one and try to find as much health as you can before attempting to move forward. Stack that on the ever-growing pile of issues, and MediEvil becomes the kind of grind that makes you want to put it down and never come back to it.

MediEvil does have some nostalgic charm, but due to its bevy of issues, it feels not just old, but undeniably outdated. For every part that helps us look back fondly on a time when games were made differently, there’s another that reminds us of how far we’ve come in those years since. MediEvil's delightful level and character design mostly still stands tall, but its combat and controls largely fall well short of what feels tolerable by modern standards, and it left me feeling wholly ambivalent to its existence.

MediEvil Review – Bones ‘n Brawn

As a remaster of the 1998 puzzle-platformer of the same name, MediEvil holds up reasonably well. Its cartoonishly charming characters and varied, if relatively simplistic, level design both stands the test of time and looks better than ever thanks to a complete graphical overhaul. But as much as MediEvil can feel like a warm blanket of nostalgia--especially for those of us who played the game 21 years ago--it also feels incredibly dated, with jittery controls and camera issues that regularly get in the way of progress.

You play as Sir Daniel Fortesque, a dead knight who is returned to life when the sorcerer Zarok makes an unexpected return to Gallowmere, bringing with him hordes of monsters. Fortesque remains every bit as charming a character as he was; his gnarled teeth, warbly voice, and single, rolling eyeball lose none of their charisma in the remastering process. Zarok's design hasn't aged well, though, and the new visuals leave him looking like a plastic doll who’s been left out in the sun too long. Enemy designs are otherwise just as fun as ever, with many tying in closely to their given map’s visual themes.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Challenging puzzles, light platforming, and hack-and-slash combat make up the bulk of what you do in MediEvil. The land of Gallowmere feels stuck in a perpetual state of Halloween, with each level brandishing its own delightfully spooky artistic twist to it. The diverse range of locations makes for some wonderful variety in the look and feel of each level; a graveyard, a pumpkin patch, a large hedge maze, and a floating town in the middle of a lake are a small selection of the good choice of maps to slash your way through.

Combat is reliant on simple hack-and-slash controls, and this feels underwhelming in the beginning--not only do you feel initially weak, but one of your two main attacks is so slow and unwieldy that it's borderline useless. Most frays are chaotic at best, rarely involving anything more than mashing the attack button while running around to avoid damage, so having one of your main attacks feel pointless is a real bummer. A handful of new abilities that you gradually learn spice things up a touch but also feel awkward to use, like a charge attack that lets you force enemies off platforms by charging into them with your shield up.

However, combat gradually improves as you earn more powerful weapons and start to deal a more satisfying amount of damage. You earn new weapons by killing enough of the enemies wandering around a level, which will fill and reveal a hidden chalice. This grants you entrance to the Hall of Heroes--an in-between level where characters from Daniel’s past offer up new weapons. Filling and finding each chalice isn’t essential for progression, but the extra effort it takes to do so is very much worth it.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Because it's a straightforward remake, a big issue with MediEvil are the aspects that feel dated by modern standards. Progression often relies on some variety of fetch-quest, like collecting the right runestones to unlock the next door or gathering a few items to encourage some help from a new character. This encourages exploration around hidden corners or through smashing boulders blocking a new path, which can be rewarding when you find a stash of gold or a health-extending life bottle, it can also lead to much annoyance as you grapple with the game’s occasionally nonsensical camera.

When in an open area, the camera acts like any other third-person camera and can be controlled with relative ease, only rarely getting caught in the world geometry. But when inside a cave or a building the camera switches to a fixed view, doing so regularly and without warning. Not only does it look and feel clumsy, but it also switches the movement to tank controls for as long as the camera is stuck in place, which is a tremendous hassle. The result is often jerky and awkward movement, which can be a killer during combat, and these controls are even worse when trying to navigate puzzles and platforming sections.

Adding to these frustrations is the fact that mid-level checkpoints are non-existent, so when you die, you go back to the beginning, which becomes a problem when combined with MediEvil’s annoying movement and another one of its aging design concepts: watery death. It can be so easy to fall foul of some bad geometry and slip to your death that any surface around water will become instantly anxiety-inducing, such is the consistency with which I found myself in this situation.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Furthermore, character health is continuous across the game--finish a level with low health and you’ll either have to tackle the next one with what you’ve got and hope for the best, or backtrack to a previous one and try to find as much health as you can before attempting to move forward. Stack that on the ever-growing pile of issues, and MediEvil becomes the kind of grind that makes you want to put it down and never come back to it.

MediEvil does have some nostalgic charm, but due to its bevy of issues, it feels not just old, but undeniably outdated. For every part that helps us look back fondly on a time when games were made differently, there’s another that reminds us of how far we’ve come in those years since. MediEvil's delightful level and character design mostly still stands tall, but its combat and controls largely fall well short of what feels tolerable by modern standards, and it left me feeling wholly ambivalent to its existence.

Lucifer’s Final Season Will Be Split Into Two Parts on Netflix

Lucifer star Tom Ellis has confirmed that the fifth and final season of Netflix's supernatural drama will be split into two parts when it hits the streamer.

During a recent episode of The Kelly Clarkson Show, the singer-talk show host invited her family to visit the set of Lucifer for a guided tour compered by Ellis, who later announces that season five will be released in two separate batches of eight episodes.

"Season 5 of Lucifer is going to be split into two halves," he explains in the clip. "Netflix is going to drop eight episodes, there's going to be a little break, and then they're going to drop another eight more episodes."

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Benioff and Weiss Star Wars Movies Not Moving Forward

Game of Thrones showrunners David Benioff and D.B. Weiss are no longer working on a new Star Wars trilogy.

As reported by Deadline, Benioff and Weiss "cited their historic deal with Netflix" and explained that "their enthusiasm for Star Wars remains boundless but, regrettably, their schedule is full up."

“We love Star Wars,” Benioff and Weiss said. “When George Lucas built it, he built us too. Getting to talk about Star Wars with him and the current Star Wars team was the thrill of a lifetime, and we will always be indebted to the saga that changed everything. There are only so many hours in the day, and we felt we could not do justice to both Star Wars and our Netflix projects, so we are regretfully stepping away.”

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The Mandalorian Trailer: 37 New Images from Star Wars TV Series

The Mandalorian received a brand new trailer today and it was filled with Star Wars goodness and hints of what is to come in the new series headed to Disney+.

We've gathered together 37 of the best images from the trailer and put them in a gallery with a bit more information on each each one. The images include everything from Pedro Pascal's Mandalorian, Gina Carano's Cara Dune, aliens in carbonite, Trandoshans and Quarrens, the Razor Crest ship, a cantina, IG-11, and even Bill Burr.

You can see all the best images from The Mandalorian's new trailer below!

The Mandalorian will begin streaming on Disney+ on November 12, 2019, and the first impressions of this new Star Wars series are very positive.

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Netflix Will Let You Watch Shows Extra Fast With Variable Playback Speed Test

Netflix is reportedly testing a variable playback speed feature on its mobile apps, which allows viewers to watch their favorite movies and TV shows at slower or faster rates.

Per Android Police, the playback option is only being tested on Google's mobile operating system (Android) and gives the subscriber the ability to slow down the program they're watching "to 0.5x or 0.75x, or raise it to 1.25x or 1.5x." Features like these have been around for years on podcasts and audiobooks but it's an uncommon practice in the world of live-action entertainment.

Director Judd Apatow, who co-created Netflix's Love, responded to the variable playback news via his Twitter account: "No @Netflix no. Don’t make me have to call every director and show creator on Earth to fight you on this. Save me the time. I will win but it will take a ton of time. Don’t f**k with our timing. We give you nice things. Leave them as they were intended to be seen."

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Check Out Jensen Ackles’ Amazing Batman Halloween Costume

Update 2: Sorry, Tom Hiddleston and Charlie Cox, but you have some serious competition from Jensen Ackles as Batman!

jensen_ackles_as_batman

Check out even more shots of the Supernatural star as the Dark Knight on his Instagram.

Update 1: Charlie Cox and Tom Hiddleston may have just won Halloween. The two actors blew minds when they showed up backstage at a Broadway performance of Betrayal dressed as each other's Marvel character.

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The 21 Side-Quests That Are Always in RPGs

Ever rounded up a bunch of sheep or pigs or horses into a pen and thought...this feels familiar? How about when you're in someone's house for dinner and something feels a little, I don't know, "off" about what they're serving? What about when old Doris the NPC who lives across the street can't find her beloved frying pan?

Here, we've rounded up the quest-types that we see over and over again in RPGs, for better or worse (I'm looking at you, "killing rats and spiders"). Tell us your favorites in the comment section below!

The Monster That's Terrorizing a Town Turns Out To Be Humans (Bandits and/or Rowdy Kids)

There's a horrible beast in the woods that's been stealing chickens and... sweet rolls? Or maybe it's actually bandits and they are kidnapping kids. Either way, that big bad wolf is actually just some guy named Geoff. Or a kid named Jeff. Either way, you better give them a stern talking to. Maybe sometimes a real monster shows up to teach this lesson for you. Examples include: The Witcher 3, Fallout 4, Horizon: Zero Dawn. - Jon Ryan, Senior Editor

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Terminator: Dark Fate Exclusive Clip Shows the Unstoppable Rev-9 in Action

The latest entry in the Terminator saga is almost upon us, and we have an exclusive new clip from Terminator: Dark Fate that features Linda Hamilton's Sarah Connor, Arnold Schwarzenegger's "Carl" and Natalia Reyes' Dani Ramos waging total war on the unstoppable new Terminator Rev-9 (played by Gabriel Luna).

This clip showcases what appears to be one of the major action sequences from the new movie, with our heroes in-flight and attempting to escape the relentless Rev-9. Unfortunately for them, no amount of bullets can slow down this seemingly indestructible machine, which can continuously reshape itself and even split into two bodies.

Check out the video player above or the embed below to see an exclusive clip of Terminator: Dark Fate.

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